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@marcosguzman78585 жыл бұрын
This why this my Favorite Spell, if you are Rogue Assassin. You basically have Dash Action, Disengage Action, and Sneak Attack all in 1 Spell. The next Turn, you can have everything again with your Bonus Action too Attack.
@ChancesSpellbook5 жыл бұрын
Hmm good point! You'd also get a little extra dmg on your assassinate too!
@deansturtevant45Ай бұрын
Love this spell
@binolombardi5 жыл бұрын
This is a good spell to use when trying go straight for a high value target or boss monster. Cast it and zip right past the front line of defenses, hopefully to a squishy caster in the back.
@ChancesSpellbook5 жыл бұрын
Exactly! Great execution!
@bobmcbobbob23914 жыл бұрын
Or... the ranger could just shoot him with a bow, not get surrounded by a line of defenders and waste a spell slot that could be used on hunters mark which does 1d6 on EVERY ATTACK FOR THE NEXT HOUR. As opposed to a one shot 1d8, but you do you...
@binolombardi4 жыл бұрын
@@bobmcbobbob2391 While most rangers probably would attack at range, nothing is preventing that ranger from getting surrounded by defenders. Hunters Mark would provide an additional 1d6 per hit, but that 1d6 would not be nearly as useful with the range set up as the ranger would now be attacking with disadvantage if creatures are within 5ft, unless the ranger switched weapons. Zephyr strike would allow the ranger to spend one bonus action and concentration to maintain ranged attack effectiveness while focusing on the targets they deem a priority at the time. Small bonus but this spell also bypasses the polearm master reaction attack as that feat calls for, since it describes a opportunity attack. The spell doesn’t eat up subsequent bonus actions either so it can be used more effectively with a subclass that bottlenecks your bonus action. Monster slayer, horizon walker, or a two weapon fighter are examples of that.
@Florian07995 жыл бұрын
This is a must to combine with elven accuracy especially for wood elves who also got longstrider and then one basically turns into a battle valkyr with 75 feet of movement speed .w. (only works if longstrider was cast before combat but 1 hour is big time in dnd :p)
@ChancesSpellbook5 жыл бұрын
Haha Tons of movement and advantage, eh!?
@ajaafive13843 жыл бұрын
This is currently my favorite spell in the whole game. AKA, Sentinel's Bane, For DMs and Players alike. Uses that I can think of: Go around enemies to pull a lever, give a potion, escape melee range ect. Use to negate disadvantage from being blind, poisoned, ect. Use to trigger Sneak Attack. Mobile Feat substitute. Use to avoid friendly fire, if your dm rules that low rolls can hit allies. Use as a bonus action "dash"(+30ft) with no Op Atks while making attacks of your own. Use after you get knocked prone if you need speed. Use in combination of splitting your attacks with your movement. Combine the force damage with the melee damage boost of Absorb Elements, as well as advantage, and 30ft to back away if needed. Use with Sharpshooter/GWM to add advantage and force damage. Use advantage to help hit a high AC creature. Use on solo recon missions for a boost of speed Incase you get caught/surrounded. Use to help drag a grappled target.
@kennethharbin60983 жыл бұрын
You don't need your DM's approval to move between individual attacks when taking the attack action. That's something allowed out of core rules from the player's handbook. If your DM doesn't allow it that's either an ill-advised house rule or they need to reread the PHB.
@alanschaub1475 жыл бұрын
Hmmm...this would be great for the Dread Ambusher feature of the Gloomstalker Ranger! It would add 40 feet of movement, altogether. You would also get 2d8 to add in damage. Since you cannot be seen with Darkvision, you could move to a good position, attack from the darkness with a ranged weapon, move, attack again, and then move away!
@Florian07995 жыл бұрын
exactly the build i did but together with elven accuracy and wood elf magic so i get even more speed on that and wood elves also got better hiding abilities so yeah one can keep up that advantage thing.
@Florian07995 жыл бұрын
It is to note though that a gloomstalker can be seen with the spell Darkvision though.
@alanschaub1475 жыл бұрын
Florian Paschen Really? Why? The spell simply grants Darkvision and the Gloomstalker’s specific class ability is being invisible to Darkvision. I wouldn’t rule it that way if I were the DM.
@Florian07995 жыл бұрын
@@alanschaub147 that is interpretable yes but from how i read it it refers to biological dark vision rather then magically.
@alanschaub1475 жыл бұрын
Florian Paschen I would interpret it as the spell simply grants the same Darkvision that other beings have naturally. The spell does not indicate that it operates differently, just because it is magical. Then again, the character class description for Gloomstalker does not really indicate how exactly the character remains invisible to Darkvision. I would say that the Gloomstalker could use Nondetection to remain hidden even from TrueSight. There are numerous vulnerabilities, however. Perceptions that rely on senses other than sight (Blindsight, Tremorsense, Keen Smell) would all reveal the Gloomstalker’s presence. Hell, even a failed stealth check would do so. It would be interesting to get input from Sage Advice.
@trinxty60995 жыл бұрын
I think this spell is supposed to be used when someone gets up to you as a ranger. Cast zephyr strike and run 60ft without AOO then attack with advantage. 60ft space should stop anyone getting closer to you. Also you mentioned magic initiate which would not work as you cannot select ranger for the feat unfortunately.
@ChancesSpellbook5 жыл бұрын
Haha I totally forgot the Ranger doesn't appear on the Magic initiate list! I guess multiclassing would be the only way to get this then!
@Florian07995 жыл бұрын
@@ChancesSpellbook Spell Scrolls and the Arcane Trickster could acquire that as well if im not mistaken?
@Cloud_Seeker4 жыл бұрын
I use this on my guerilla fighter Scout Rouge / Gloom Stalker that has elven accuracy. He also got a ring of spell storing. He is made to hide around and do skirmishes. If he can't hide he will use his speed and run while using range to weaken foes or disengage. This means he can gain advantage 8 times on a flat field with no where to hide while being able to run from pretty much everything.
@SpidermanandhisAmazingFriends5 жыл бұрын
End of the level one spells, sunrise sunset.
@ChancesSpellbook5 жыл бұрын
And Que the second level spells!
@TDSFounder5 жыл бұрын
So a wind blows around you, enhancing your arrow (advantage), and increasing your movement? It's basically a good means of attacking prime targets, like that one boss who has a ton of adds around him.
@ChancesSpellbook5 жыл бұрын
Exactly!
@toddgrx3 жыл бұрын
Ranger could cast Zephyr Strike.... use ranged attacks (and move to avoid AoO as needed), but then swap out ranged weapon with melee weapon as they move into melee, attack (with adv), then dash away (extra movement) again without triggering an AoO. [note: DM could/should allow weapon swap as "free action" to avoid loss of action economy just to change out weapons]
@nickbutler98314 жыл бұрын
Zypher strike mixed with mariner and a dash action to get 120 feet of running, swimming, or climbing
@Grimsly37364 жыл бұрын
Wouldn’t work with magic initiate, it’s a ranger spell so you can’t take it off that feat
@sirknight37924 жыл бұрын
Makes me cry
@trentleslie25642 жыл бұрын
Would probably still need DM's approval, but if you could get it on a Way of Mercy monk. Use flurry of blows to hit several people while you make your way to your tank, to punch him in the back of the head some healing. Would help him/her to get a few hits on enemies spread throughout the field, and still smack a party member to heal them.
@ross2905 Жыл бұрын
After casting and after you activate the spell features, does the spell continue? As in for concentrating on the spell to keep ignoring opportunity attacks, even without the extra 40ft movement
@rocknut1442 жыл бұрын
i think im missing something why is this good ? not just ok? yes the speed boost and no aoo is nice but the damage boost says you get one attempt to hit at advantage and that attack gets the boost so if you miss tough luck? or did i miss it were it says till you hit like smite ?
@Charlie.G5062 жыл бұрын
One question, does opting on not making the attack (automatically whiffing/missing in making it) and using main action to dash is viabl?
@Cosmic_K132 жыл бұрын
Question- So for the 1 minute you concentrate on this spell, you can choose on one of your turns to have advantage on an attack, and more movement? Or On each of your turns, you can have one attack at advantage and the extra movement? As far as I'm aware, you always dodge AOO's while this is up, but I'm not sure on the rest of the spell.
@SonoVAo2 жыл бұрын
It is the first one.
@isaackarr65763 жыл бұрын
Rogue could abuse this spell
@pinkliongaming87694 жыл бұрын
Seems more like evocation
@ChancesSpellbook4 жыл бұрын
Haha I could see that! I really appreciate you taking the time to comment! Feel free to use the Discount Code 'COMMENT', and get a free One Shot at chancesguild.com/collections/job-board!
@Demonamic7775 жыл бұрын
The advantage, movement speed, and 1d8 is only once for the duration of the concentration or does it apply every turn? This is the main thing putting me off the spell because I could be using Hunter's Mark for that extra damage and just use my bonus for Planar Warrior to get the 1d8 Force Damage.
@ChancesSpellbook5 жыл бұрын
The movement lasts the full duration. The Advantage and the extra 1d8 are only once per cast!
@Cloud_Seeker4 жыл бұрын
@@ChancesSpellbook That is incorrect. Here is how the spell work. It is split into two parts. Part 1: Movement do not provoke attacks of opportunity. Last the full duration Part 2: Once per cast you can gain the following: * Advantage on a single attack * +1d8 force damage on a single attack * +30 feet of movement until the end of your turn. The only thing that last the whole duration is the attacking without provoking attacks of opportunity. So no @Chance's D&D Spellbook. The movement part in part 2 do not last the full duration.
@robbthepirate72664 жыл бұрын
Sorry to ruin the fun but you cannot attack multiple times and keep running around in a single turn as this video suggests. The spell specifically states in the second paragraph that you can only do it once per spell use. The entire second paragraph of the spell description is based around letting you know that its a once per spell use for ONE attack roll, which gives you advantage on the attack you are designating as Zephyr Strike. If your Zephyr strike hits, yay you do the extra 1d8 damage, but you get the +30 extra walking speed for that turn whether or not the attack actually hits the enemy. However if the DM thinks its a fun way to play the character, then he can always tweak the spell for his world to enhance the fun, repercussions be damned! Here is the spell description for reference. "Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn."
@kennethharbin60983 жыл бұрын
"Sorry to ruin the fun but you cannot attack multiple times and keep running around in a single turn as this video suggests" This is incorrect. 5th Edition Player's Handbook, "Moving Between Attacks" "If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again." If a character is somehow getting multiple weapon attacks from the attack action and/or bonus actions you can move between making those weapon attacks any way you see fit. Same goes for any combination of actions, bonus actions, object interactions, w/e in general. You can move whenever you want during your turn, up to your movement speed. To take the PHB's example to an extreme: A level 5 half-elf fighter with a movement speed of 35 could potentially move 5 ft -> attack action with sword -> Move 5 ft -> 2nd attack with sword (from first attack action) -> move 5ft -> action surge (grants a 2nd action) -> move 5 ft -> drop sword -> move 5 ft -> Bonus Action Second Wind -> Move 5 ft -> punch a guy (2nd attack action) -> move 5 ft -> punch a different guy (2nd attack from 2nd attack action). This hypothetical fighter would still be subject to all the opportunity attacks from doing this (unless they had something like Zephyr Strike active...), but they could do it. You're right that only the 1st weapon attack roll would get advantage and the extra damage, and the extra movement speed for the rest of that turn. They still won't provoke attacks of opportunity on any subsequent turns until the spell ends.
@Paul-nn9oj Жыл бұрын
This is not a valid pick for magic initiate
@hunter5592 жыл бұрын
Wow this spell sucks ass. I thought it was once per turn you could give yourself advantage on a attack, etc. Not just once during the duration. Could they please not make rangers so fucking shitty. I have a campaign where I was considering being a ranger but I am limited to PHB. So no unearthed Arcane or Tasha's fixes. I was looking at their spell list but it is fucking terrible. You get like almost no fucking slots, a shit number of spells know, no slot recovery (outside of a long rest), and the spell progression is as slow as balls. Throw this idea in the trash where rangers belong